Tynamo

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Tynamo — Type: Electric

Tynamo

Favored Skills: Covertness, Survival
Deficient Skill: Presence
Home Turf: Cave
Gifts: Placeholder

Initiative: 3
Movement: 5 Levitate
Size: Small

Traits
Physical Attacker: +3/4/5 Physical Damage.
Special Attacker: +3/4/5 Special Damage.

Defense Priority: Evasion > Resolve > Vigor
Basic Attacks: Physical Innate Melee

Roles

DPS Role Switch Hitter
An Offensive Role that prefers to alternate between melee and ranged attacks.
Tank Role Suppressor
A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks.
DPS Role Lurker
An Offensive Role which benefits from attacking while Hidden.

Abilities

Levitation
Static
Effect: While you aren't touching the ground, you resist all Ground-Type Damage one step further. As long as you are no more than 2 spaces above the ground, whenever you would become Prone, roll a Save Check. On a success, you are not Prone and may Disengage 1 as a Free Action.


Moves

Starting Moves

Jolt Strike ✦ Electric Type tier 1
1 AP, At-Will ✦ Strike, Priority
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Electric Damage.


Acid Spray ✦ Poison Type tier 1
2 AP, At-Will ✦ Strike
Targets: Line 4 ✦ vs Vigor
Hit: 2d6 Special Poison Damage.
Always: Targets lose all Armor against Special Damage for one full round. (Limited)
Boost: +1d6 Damage. Resisted Damage on a Miss. Ignore the Limited restriction on this Move's effects.


Thunder Wave ✦ Electric Type tier 1
1 AP, At-Will ✦ Trick
Targets: Range 5, 1 Target ✦ vs Vigor
Hit: The target becomes Paralyzed (Save Ends). If the target is already Paralyzed, you may slide them 3 squares.


Tier 1 Natural Moves

Coward's Bop ✦ Dark Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Dark Damage. Disengage 3 after resolving this attack.
Miss: Disengage 5 after resolving this attack. You may Hide as a Free Action if you meet all conditions to do so.
Boost: +2d6 Damage. Resisted Damage on a Miss.


Shock Wave ✦ Electric Type tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6


Headbutt ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Normal Damage.
Critical or SE: The target is pushed 1 meter away and knocked prone.
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched.


Tier 1 Tutor Moves

Double Team ✦ Normal Type tier 1
Move Action, Scene x1 ✦ Maneuver, Buff
Targets: Self
Always: You gain two Charges of the After-Image Buff. For each Charge of this Buff you hold, you gain +2 Evasion. Whenever you're missed by an attack due to the Evasion granted by an After-Image, lose one Charge of the Buff. You may also spend one Charge of the After-Image Buff when making a Melee Attack to gain +1 Boon on the Accuracy Roll.


Water Pulse ✦ Water Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: 2d6 Special Water Damage.
Critical or SE: The target is Confused (Save Ends).